• 源码展示


     樱花效果

    需要修改才能成为Js

    <!doctype html>
    <html lang="en"><head>
      <meta charset="UTF-8">
      <title>sakura</title>
      <style>
      body {
        padding:0;
        margin:0;
        overflow:hidden;
        height: 600px;
    }
    canvas {
        padding:0;
        margin:0;
    }
    div.btnbg {
        position:fixed;
        left:0;
        top:0;
    }
      </style>
    </head>
    <body>

    <canvas id="sakura" width="1920" height="977"></canvas>
    <div class="btnbg">
    </div>

    <!-- sakura shader -->
    <script id="sakura_point_vsh" type="x-shader/x_vertex">
    uniform mat4 uProjection;
    uniform mat4 uModelview;
    uniform vec3 uResolution;
    uniform vec3 uOffset;
    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
    uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

    attribute vec3 aPosition;
    attribute vec3 aEuler;
    attribute vec2 aMisc; //x:size, y:fade

    varying vec3 pposition;
    varying float psize;
    varying float palpha;
    varying float pdist;

    //varying mat3 rotMat;
    varying vec3 normX;
    varying vec3 normY;
    varying vec3 normZ;
    varying vec3 normal;

    varying float diffuse;
    varying float specular;
    varying float rstop;
    varying float distancefade;

    void main(void) {
        // Projection is based on vertical angle
        vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
        gl_Position = uProjection * pos;
        gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
        
        pposition = pos.xyz;
        psize = aMisc.x;
        pdist = length(pos.xyz);
        palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
        
        vec3 elrsn = sin(aEuler);
        vec3 elrcs = cos(aEuler);
        mat3 rotx = mat3(
            1.0, 0.0, 0.0,
            0.0, elrcs.x, elrsn.x,
            0.0, -elrsn.x, elrcs.x
        );
        mat3 roty = mat3(
            elrcs.y, 0.0, -elrsn.y,
            0.0, 1.0, 0.0,
            elrsn.y, 0.0, elrcs.y
        );
        mat3 rotz = mat3(
            elrcs.z, elrsn.z, 0.0,
            -elrsn.z, elrcs.z, 0.0,
            0.0, 0.0, 1.0
        );
        mat3 rotmat = rotx * roty * rotz;
        normal = rotmat[2];
        
        mat3 trrotm = mat3(
            rotmat[0][0], rotmat[1][0], rotmat[2][0],
            rotmat[0][1], rotmat[1][1], rotmat[2][1],
            rotmat[0][2], rotmat[1][2], rotmat[2][2]
        );
        normX = trrotm[0];
        normY = trrotm[1];
        normZ = trrotm[2];
        
        const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
        
        float tmpdfs = dot(lit, normal);
        if(tmpdfs < 0.0) {
            normal = -normal;
            tmpdfs = dot(lit, normal);
        }
        diffuse = 0.4 + tmpdfs;
        
        vec3 eyev = normalize(-pos.xyz);
        if(dot(eyev, normal) > 0.0) {
            vec3 hv = normalize(eyev + lit);
            specular = pow(max(dot(hv, normal), 0.0), 20.0);
        }
        else {
            specular = 0.0;
        }
        
        rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
        rstop = pow(rstop, 0.5);
        //-0.69315 = ln(0.5)
        distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
    }
    </script>
    <script id="sakura_point_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif

    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
    uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

    const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

    varying vec3 pposition;
    varying float psize;
    varying float palpha;
    varying float pdist;

    //varying mat3 rotMat;
    varying vec3 normX;
    varying vec3 normY;
    varying vec3 normZ;
    varying vec3 normal;

    varying float diffuse;
    varying float specular;
    varying float rstop;
    varying float distancefade;

    float ellipse(vec2 p, vec2 o, vec2 r) {
        vec2 lp = (p - o) / r;
        return length(lp) - 1.0;
    }

    void main(void) {
        vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
        vec3 d = vec3(0.0, 0.0, -1.0);
        float nd = normZ.z; //dot(-normZ, d);
        if(abs(nd) < 0.0001) discard;
        
        float np = dot(normZ, p);
        vec3 tp = p + d * np / nd;
        vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
        
        //angle = 15 degree
        const float flwrsn = 0.258819045102521;
        const float flwrcs = 0.965925826289068;
        mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
        vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
        
        float r;
        if(flwrp.x < 0.0) {
            r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
        }
        else {
            r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
        }
        
        if(r > rstop) discard;
        
        vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
        float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
        col *= vec3(1.0, grady, grady);
        col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
        col = col * diffuse + specular;
        
        col = mix(fadeCol, col, distancefade);
        
        float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
        alpha = smoothstep(0.0, 1.0, alpha) * palpha;
        
        gl_FragColor = vec4(col * 0.5, alpha);
    }
    </script>
    <!-- effects -->
    <script id="fx_common_vsh" type="x-shader/x_vertex">
    uniform vec3 uResolution;
    attribute vec2 aPosition;

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        gl_Position = vec4(aPosition, 0.0, 1.0);
        texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
        screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
    }
    </script>
    <script id="bg_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif

    uniform vec2 uTimes;

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        vec3 col;
        float c;
        vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
        c = exp(-pow(length(tmpv) * 1.8, 2.0));
        col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
        gl_FragColor = vec4(col * 0.5, 1.0);
    }
    </script>
    <script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform vec2 uDelta;

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        vec4 col = texture2D(uSrc, texCoord);
        gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
    }
    </script>
    <script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform vec2 uDelta;
    uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        vec4 col = texture2D(uSrc, texCoord);
        col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
        col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
        col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
        col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
        gl_FragColor = col / 5.0;
    }
    </script>
    <!-- effect fragment shader template -->
    <script id="fx_common_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform vec2 uDelta;

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        gl_FragColor = texture2D(uSrc, texCoord);
    }
    </script>
    <!-- post processing -->
    <script id="pp_final_vsh" type="x-shader/x_vertex">
    uniform vec3 uResolution;
    attribute vec2 aPosition;
    varying vec2 texCoord;
    varying vec2 screenCoord;
    void main(void) {
        gl_Position = vec4(aPosition, 0.0, 1.0);
        texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
        screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
    }
    </script>
    <script id="pp_final_fsh" type="x-shader/x_fragment">
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform sampler2D uBloom;
    uniform vec2 uDelta;
    varying vec2 texCoord;
    varying vec2 screenCoord;
    void main(void) {
        vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
        vec4 bloomcol = texture2D(uBloom, texCoord);
        vec4 col;
        col = srccol + bloomcol * (vec4(1.0) + srccol);
        col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
        col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
        
        gl_FragColor = vec4(col.rgb, 1.0);
        gl_FragColor.a = 1.0;
    }
    </script>
    <script>
    // Utilities
    var Vector3 = {};
    var Matrix44 = {};
    Vector3.create = function(x, y, z) {
        return {'x':x, 'y':y, 'z':z};
    };
    Vector3.dot = function (v0, v1) {
        return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
    };
    Vector3.cross = function (v, v0, v1) {
        v.x = v0.y * v1.z - v0.z * v1.y;
        v.y = v0.z * v1.x - v0.x * v1.z;
        v.z = v0.x * v1.y - v0.y * v1.x;
    };
    Vector3.normalize = function (v) {
        var l = v.x * v.x + v.y * v.y + v.z * v.z;
        if(l > 0.00001) {
            l = 1.0 / Math.sqrt(l);
            v.x *= l;
            v.y *= l;
            v.z *= l;
        }
    };
    Vector3.arrayForm = function(v) {
        if(v.array) {
            v.array[0] = v.x;
            v.array[1] = v.y;
            v.array[2] = v.z;
        }
        else {
            v.array = new Float32Array([v.x, v.y, v.z]);
        }
        return v.array;
    };
    Matrix44.createIdentity = function () {
        return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
    };
    Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
        var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
        var w = h * aspect;
        
        m[0] = 2.0 * near / w;
        m[1] = 0.0;
        m[2] = 0.0;
        m[3] = 0.0;
        
        m[4] = 0.0;
        m[5] = 2.0 * near / h;
        m[6] = 0.0;
        m[7] = 0.0;
        
        m[8] = 0.0;
        m[9] = 0.0;
        m[10] = -(far + near) / (far - near);
        m[11] = -1.0;
        
        m[12] = 0.0;
        m[13] = 0.0;
        m[14] = -2.0 * far * near / (far - near);
        m[15] = 0.0;
    };
    Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
        var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
        Vector3.normalize(frontv);
        var sidev = Vector3.create(1.0, 0.0, 0.0);
        Vector3.cross(sidev, vup, frontv);
        Vector3.normalize(sidev);
        var topv = Vector3.create(1.0, 0.0, 0.0);
        Vector3.cross(topv, frontv, sidev);
        Vector3.normalize(topv);
        
        m[0] = sidev.x;
        m[1] = topv.x;
        m[2] = frontv.x;
        m[3] = 0.0;
        
        m[4] = sidev.y;
        m[5] = topv.y;
        m[6] = frontv.y;
        m[7] = 0.0;
        
        m[8] = sidev.z;
        m[9] = topv.z;
        m[10] = frontv.z;
        m[11] = 0.0;
        
        m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
        m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
        m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
        m[15] = 1.0;
    };

    //
    var timeInfo = {
        'start':0, 'prev':0, // Date
        'delta':0, 'elapsed':0 // Number(sec)
    };

    //
    var gl;
    var renderSpec = {
        'width':0,
        'height':0,
        'aspect':1,
        'array':new Float32Array(3),
        'halfWidth':0,
        'halfHeight':0,
        'halfArray':new Float32Array(3)
        // and some render targets. see setViewport()
    };
    renderSpec.setSize = function(w, h) {
        renderSpec.width = w;
        renderSpec.height = h;
        renderSpec.aspect = renderSpec.width / renderSpec.height;
        renderSpec.array[0] = renderSpec.width;
        renderSpec.array[1] = renderSpec.height;
        renderSpec.array[2] = renderSpec.aspect;
        
        renderSpec.halfWidth = Math.floor(w / 2);
        renderSpec.halfHeight = Math.floor(h / 2);
        renderSpec.halfArray[0] = renderSpec.halfWidth;
        renderSpec.halfArray[1] = renderSpec.halfHeight;
        renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
    };

    function deleteRenderTarget(rt) {
        gl.deleteFramebuffer(rt.frameBuffer);
        gl.deleteRenderbuffer(rt.renderBuffer);
        gl.deleteTexture(rt.texture);
    }

    function createRenderTarget(w, h) {
        var ret = {
            'width':w,
            'height':h,
            'sizeArray':new Float32Array([w, h, w / h]),
            'dtxArray':new Float32Array([1.0 / w, 1.0 / h])
        };
        ret.frameBuffer = gl.createFramebuffer();
        ret.renderBuffer = gl.createRenderbuffer();
        ret.texture = gl.createTexture();
        
        gl.bindTexture(gl.TEXTURE_2D, ret.texture);
        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
        
        gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
        
        gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
        gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
        
        gl.bindTexture(gl.TEXTURE_2D, null);
        gl.bindRenderbuffer(gl.RENDERBUFFER, null);
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        
        return ret;
    }

    function compileShader(shtype, shsrc) {
        var retsh = gl.createShader(shtype);
        
        gl.shaderSource(retsh, shsrc);
        gl.compileShader(retsh);
        
        if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
            var errlog = gl.getShaderInfoLog(retsh);
            gl.deleteShader(retsh);
            console.error(errlog);
            return null;
        }
        return retsh;
    }

    function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
        var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
        var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
        
        if(vsh == null || fsh == null) {
            return null;
        }
        
        var prog = gl.createProgram();
        gl.attachShader(prog, vsh);
        gl.attachShader(prog, fsh);
        
        gl.deleteShader(vsh);
        gl.deleteShader(fsh);
        
        gl.linkProgram(prog);
        if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
            var errlog = gl.getProgramInfoLog(prog);
            console.error(errlog);
            return null;
        }
        
        if(uniformlist) {
            prog.uniforms = {};
            for(var i = 0; i < uniformlist.length; i++) {
                prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
            }
        }
        
        if(attrlist) {
            prog.attributes = {};
            for(var i = 0; i < attrlist.length; i++) {
                var attr = attrlist[i];
                prog.attributes[attr] = gl.getAttribLocation(prog, attr);
            }
        }
        
        return prog;
    }

    function useShader(prog) {
        gl.useProgram(prog);
        for(var attr in prog.attributes) {
            gl.enableVertexAttribArray(prog.attributes[attr]);;
        }
    }

    function unuseShader(prog) {
        for(var attr in prog.attributes) {
            gl.disableVertexAttribArray(prog.attributes[attr]);;
        }
        gl.useProgram(null);
    }

    /////
    var projection = {
        'angle':60,
        'nearfar':new Float32Array([0.1, 100.0]),
        'matrix':Matrix44.createIdentity()
    };
    var camera = {
        'position':Vector3.create(0, 0, 100),
        'lookat':Vector3.create(0, 0, 0),
        'up':Vector3.create(0, 1, 0),
        'dof':Vector3.create(10.0, 4.0, 8.0),
        'matrix':Matrix44.createIdentity()
    };

    var pointFlower = {};
    var meshFlower = {};
    var sceneStandBy = false;

    var BlossomParticle = function () {
        this.velocity = new Array(3);
        this.rotation = new Array(3);
        this.position = new Array(3);
        this.euler = new Array(3);
        this.size = 1.0;
        this.alpha = 1.0;
        this.zkey = 0.0;
    };

    BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
        this.velocity[0] = vx;
        this.velocity[1] = vy;
        this.velocity[2] = vz;
    };

    BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
        this.rotation[0] = rx;
        this.rotation[1] = ry;
        this.rotation[2] = rz;
    };

    BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
        this.position[0] = nx;
        this.position[1] = ny;
        this.position[2] = nz;
    };

    BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
        this.euler[0] = rx;
        this.euler[1] = ry;
        this.euler[2] = rz;
    };

    BlossomParticle.prototype.setSize = function (s) {
        this.size = s;
    };

    BlossomParticle.prototype.update = function (dt, et) {
        this.position[0] += this.velocity[0] * dt;
        this.position[1] += this.velocity[1] * dt;
        this.position[2] += this.velocity[2] * dt;
        
        this.euler[0] += this.rotation[0] * dt;
        this.euler[1] += this.rotation[1] * dt;
        this.euler[2] += this.rotation[2] * dt;
    };

    function createPointFlowers() {
        // get point sizes
        var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
        renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};
        
        var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
        var frgsrc = document.getElementById("sakura_point_fsh").textContent;
        
        pointFlower.program = createShader(
            vtxsrc, frgsrc,
            ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
            ['aPosition', 'aEuler', 'aMisc']
        );
        
        useShader(pointFlower.program);
        pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
        pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
        
        // paramerters: velocity[3], rotate[3]
        pointFlower.numFlowers = 1600;
        pointFlower.particles = new Array(pointFlower.numFlowers);
        // vertex attributes {position[3], euler_xyz[3], size[1]}
        pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
        pointFlower.positionArrayOffset = 0;
        pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
        pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
        
        pointFlower.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        
        unuseShader(pointFlower.program);
        
        for(var i = 0; i < pointFlower.numFlowers; i++) {
            pointFlower.particles[i] = new BlossomParticle();
        }
    }

    function initPointFlowers() {
        //area
        pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
        pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
        
        pointFlower.fader.x = 10.0; //env fade start
        pointFlower.fader.y = pointFlower.area.z; //env fade half
        pointFlower.fader.z = 0.1;  //near fade start
        
        //particles
        var PI2 = Math.PI * 2.0;
        var tmpv3 = Vector3.create(0, 0, 0);
        var tmpv = 0;
        var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};
        for(var i = 0; i < pointFlower.numFlowers; i++) {
            var tmpprtcl = pointFlower.particles[i];
            
            //velocity
            tmpv3.x = symmetryrand() * 0.3 + 0.8;
            tmpv3.y = symmetryrand() * 0.2 - 1.0;
            tmpv3.z = symmetryrand() * 0.3 + 0.5;
            Vector3.normalize(tmpv3);
            tmpv = 2.0 + Math.random() * 1.0;
            tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
            
            //rotation
            tmpprtcl.setRotation(
                symmetryrand() * PI2 * 0.5,
                symmetryrand() * PI2 * 0.5,
                symmetryrand() * PI2 * 0.5
            );
            
            //position
            tmpprtcl.setPosition(
                symmetryrand() * pointFlower.area.x,
                symmetryrand() * pointFlower.area.y,
                symmetryrand() * pointFlower.area.z
            );
            
            //euler
            tmpprtcl.setEulerAngles(
                Math.random() * Math.PI * 2.0,
                Math.random() * Math.PI * 2.0,
                Math.random() * Math.PI * 2.0
            );
            
            //size
            tmpprtcl.setSize(0.9 + Math.random() * 0.1);
        }
    }

    function renderPointFlowers() {
        //update
        var PI2 = Math.PI * 2.0;
        var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
        var repeatPos = function (prt, cmp, limit) {
            if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
                //out of area
                if(prt.position[cmp] > 0) {
                    prt.position[cmp] -= limit * 2.0;
                }
                else {
                    prt.position[cmp] += limit * 2.0;
                }
            }
        };
        var repeatEuler = function (prt, cmp) {
            prt.euler[cmp] = prt.euler[cmp] % PI2;
            if(prt.euler[cmp] < 0.0) {
                prt.euler[cmp] += PI2;
            }
        };
        
        for(var i = 0; i < pointFlower.numFlowers; i++) {
            var prtcl = pointFlower.particles[i];
            prtcl.update(timeInfo.delta, timeInfo.elapsed);
            repeatPos(prtcl, 0, pointFlower.area.x);
            repeatPos(prtcl, 1, pointFlower.area.y);
            repeatPos(prtcl, 2, pointFlower.area.z);
            repeatEuler(prtcl, 0);
            repeatEuler(prtcl, 1);
            repeatEuler(prtcl, 2);
            
            prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;
            
            prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
                        + camera.matrix[6] * prtcl.position[1]
                        + camera.matrix[10] * prtcl.position[2]
                        + camera.matrix[14]);
        }
        
        // sort
        pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});
        
        // update data
        var ipos = pointFlower.positionArrayOffset;
        var ieuler = pointFlower.eulerArrayOffset;
        var imisc = pointFlower.miscArrayOffset;
        for(var i = 0; i < pointFlower.numFlowers; i++) {
            var prtcl = pointFlower.particles[i];
            pointFlower.dataArray[ipos] = prtcl.position[0];
            pointFlower.dataArray[ipos + 1] = prtcl.position[1];
            pointFlower.dataArray[ipos + 2] = prtcl.position[2];
            ipos += 3;
            pointFlower.dataArray[ieuler] = prtcl.euler[0];
            pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
            pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
            ieuler += 3;
            pointFlower.dataArray[imisc] = prtcl.size;
            pointFlower.dataArray[imisc + 1] = prtcl.alpha;
            imisc += 2;
        }
        
        //draw
        gl.enable(gl.BLEND);
        //gl.disable(gl.DEPTH_TEST);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
        
        var prog = pointFlower.program;
        useShader(prog);
        
        gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
        gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
        gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
        gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
        
        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
        
        gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
        gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
        gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
        
        // doubler
        for(var i = 1; i < 2; i++) {
            var zpos = i * -2.0;
            pointFlower.offset[0] = pointFlower.area.x * -1.0;
            pointFlower.offset[1] = pointFlower.area.y * -1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
            
            pointFlower.offset[0] = pointFlower.area.x * -1.0;
            pointFlower.offset[1] = pointFlower.area.y *  1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
            
            pointFlower.offset[0] = pointFlower.area.x *  1.0;
            pointFlower.offset[1] = pointFlower.area.y * -1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
            
            pointFlower.offset[0] = pointFlower.area.x *  1.0;
            pointFlower.offset[1] = pointFlower.area.y *  1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
        }
        
        //main
        pointFlower.offset[0] = 0.0;
        pointFlower.offset[1] = 0.0;
        pointFlower.offset[2] = 0.0;
        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
        
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(prog);
        
        gl.enable(gl.DEPTH_TEST);
        gl.disable(gl.BLEND);
    }

    // effects
    //common util
    function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
        var ret = {};
        var unifs = ['uResolution', 'uSrc', 'uDelta'];
        if(exunifs) {
            unifs = unifs.concat(exunifs);
        }
        var attrs = ['aPosition'];
        if(exattrs) {
            attrs = attrs.concat(exattrs);
        }
        
        ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
        useShader(ret.program);
        
        ret.dataArray = new Float32Array([
            -1.0, -1.0,
             1.0, -1.0,
            -1.0,  1.0,
             1.0,  1.0
        ]);
        ret.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
        
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(ret.program);
        
        return ret;
    }

    // basic usage
    // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
    // gl.uniform**(...); //additional uniforms
    // drawEffect()
    // unuseEffect(prog)
    // TEXTURE0 makes src
    function useEffect(fxobj, srctex) {
        var prog = fxobj.program;
        useShader(prog);
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
        
        if(srctex != null) {
            gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
            gl.uniform1i(prog.uniforms.uSrc, 0);
            
            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
        }
    }
    function drawEffect(fxobj) {
        gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
        gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    }
    function unuseEffect(fxobj) {
        unuseShader(fxobj.program);
    }

    var effectLib = {};
    function createEffectLib() {
        
        var vtxsrc, frgsrc;
        //common
        var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
        
        //background
        frgsrc = document.getElementById("bg_fsh").textContent;
        effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
        
        // make brightpixels buffer
        frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
        effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
        
        // direction blur
        frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
        effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
        
        //final composite
        vtxsrc = document.getElementById("pp_final_vsh").textContent;
        frgsrc = document.getElementById("pp_final_fsh").textContent;
        effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
    }

    // background
    function createBackground() {
        //console.log("create background");
    }
    function initBackground() {
        //console.log("init background");
    }
    function renderBackground() {
        gl.disable(gl.DEPTH_TEST);
        
        useEffect(effectLib.sceneBg, null);
        gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
        drawEffect(effectLib.sceneBg);
        unuseEffect(effectLib.sceneBg);
        
        gl.enable(gl.DEPTH_TEST);
    }

    // post process
    var postProcess = {};
    function createPostProcess() {
        //console.log("create post process");
    }
    function initPostProcess() {
        //console.log("init post process");
    }

    function renderPostProcess() {
        gl.enable(gl.TEXTURE_2D);
        gl.disable(gl.DEPTH_TEST);
        var bindRT = function (rt, isclear) {
            gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
            gl.viewport(0, 0, rt.width, rt.height);
            if(isclear) {
                gl.clearColor(0, 0, 0, 0);
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
            }
        };
        
        //make bright buff
        bindRT(renderSpec.wHalfRT0, true);
        useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
        drawEffect(effectLib.mkBrightBuf);
        unuseEffect(effectLib.mkBrightBuf);
        
        // make bloom
        for(var i = 0; i < 2; i++) {
            var p = 1.5 + 1 * i;
            var s = 2.0 + 1 * i;
            bindRT(renderSpec.wHalfRT1, true);
            useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
            gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
            drawEffect(effectLib.dirBlur);
            unuseEffect(effectLib.dirBlur);
            
            bindRT(renderSpec.wHalfRT0, true);
            useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
            gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
            drawEffect(effectLib.dirBlur);
            unuseEffect(effectLib.dirBlur);
        }
        
        //display
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        gl.viewport(0, 0, renderSpec.width, renderSpec.height);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        
        useEffect(effectLib.finalComp, renderSpec.mainRT);
        gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
        gl.activeTexture(gl.TEXTURE1);
        gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
        drawEffect(effectLib.finalComp);
        unuseEffect(effectLib.finalComp);
        
        gl.enable(gl.DEPTH_TEST);
    }

    /////
    var SceneEnv = {};
    function createScene() {
        createEffectLib();
        createBackground();
        createPointFlowers();
        createPostProcess();
        sceneStandBy = true;
    }

    function initScene() {
        initBackground();
        initPointFlowers();
        initPostProcess();
        
        //camera.position.z = 17.320508;
        camera.position.z = pointFlower.area.z + projection.nearfar[0];
        projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
        Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);
    }

    function renderScene() {
        //draw
        Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
        
        gl.enable(gl.DEPTH_TEST);
        
        //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
        gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
        gl.clearColor(0.005, 0, 0.05, 0);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
        
        renderBackground();
        renderPointFlowers();
        renderPostProcess();
    }

    /////
    function onResize(e) {
        makeCanvasFullScreen(document.getElementById("sakura"));
        setViewports();
        if(sceneStandBy) {
            initScene();
        }
    }

    function setViewports() {
        renderSpec.setSize(gl.canvas.width, gl.canvas.height);
        
        gl.clearColor(0.2, 0.2, 0.5, 1.0);
        gl.viewport(0, 0, renderSpec.width, renderSpec.height);
        
        var rtfunc = function (rtname, rtw, rth) {
            var rt = renderSpec[rtname];
            if(rt) deleteRenderTarget(rt);
            renderSpec[rtname] = createRenderTarget(rtw, rth);
        };
        rtfunc('mainRT', renderSpec.width, renderSpec.height);
        rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
        rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
        rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
        rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
    }

    function render() {
        renderScene();
    }

    var animating = true;
    function toggleAnimation(elm) {
        animating ^= true;
        if(animating) animate();
        if(elm) {
            elm.innerHTML = animating? "Stop":"Start";
        }
    }

    function stepAnimation() {
        if(!animating) animate();
    }

    function animate() {
        var curdate = new Date();
        timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
        timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
        timeInfo.prev = curdate;
        
        if(animating) requestAnimationFrame(animate);
        render();
    }

    function makeCanvasFullScreen(canvas) {
        var b = document.body;
        var d = document.documentElement;
        fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);
        fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);
        canvas.width = fullw;
        canvas.height = fullh;
    }

    window.addEventListener('load', function(e) {
        var canvas = document.getElementById("sakura");
        try {
            makeCanvasFullScreen(canvas);
            gl = canvas.getContext('experimental-webgl');
        } catch(e) {
            alert("WebGL not supported." + e);
            console.error(e);
            return;
        }
        
        window.addEventListener('resize', onResize);
        
        setViewports();
        createScene();
        initScene();
        
        timeInfo.start = new Date();
        timeInfo.prev = timeInfo.start;
        animate();
    });

    //set window.requestAnimationFrame
    (function (w, r) {
        w['r'+r] = w['r'+r] || w['webkitR'+r] || w['mozR'+r] || w['msR'+r] || w['oR'+r] || function(c){ w.setTimeout(c, 1000 / 60); };
    })(window, 'equestAnimationFrame');  
     
      </script>
     

    </body></html>

    粒子效果

    1、简介

    Canvas-nest.js是一个非常好看的网页粒子背景插件,不需要依赖任何第三方库即可运行,提供额非常炫酷的背景。

    2、特点

    不依赖于任何框架或者库,使用原生js编写。轻量级,只有不到2kb(50行代码左右)。使用起来非常简单,直接在html页面引入即可。

    3、使用方法

    直接把下面这段代码粘贴到HTML的body标签中即可

    <scripttype="text/javascript"src="canvas-nest.js"></script>

    注:不要把上面代码放到head标签之类,否则不会生效。

    4、自定义外观

    在script中加入相应的参数,自定义参数值即可,如下:

    <scripttype="text/javascript"color="255,0,0"opacity="0.5"count="99"src="canvas-nest.js"></script>

    参数说明:

    color="255,0,0"    背景粒子线的颜色

    opacity="0.5"    背景粒子线的透明度,一般设置成0.5-1之间

    count="99"       背景粒子线的密度,建议不要太大,否则页面容易卡死

    另附官网地址:http://www.atool.org/

     canvas-nest.js源码如下:

     /**
     * Copyright (c) 2016 hustcc
     * License: MIT
     * Version: v1.0.1
     * GitHub: https://github.com/hustcc/canvas-nest.js
    **/
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